E:D Black Box
At 14 tonnes the Hauler is the lightest hull in the game, and that absurd lightness flings even a modest FSD to ~50 LY engineered — range that shames ships costing a hundred times more. It ranks low only because its minuscule internals carry almost no kit or redundancy. As the cheapest possible long-range hull, it's a genuine novelty and a proof of concept, not a serious expedition ship.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
The Hauler is Zorgon Peterson's bargain-basement freighter, and its exploration party trick is mass — or the lack of it. At 14 tonnes it's the lightest ship in the game, and since jump range scales inversely with mass, even a modest FSD throws it a remarkable ~50 LY engineered. For a hull that costs about as much as a single rebuy on a real explorer, that's extraordinary.
The catch is everything else. Its six tiny optionals barely fit a small scoop, a scanner and an AFMU, with no room for redundancy or an SRV bay worth the name; its shields are minimal and it's slow in normal flight. The Hauler is a stunt and a statement: proof that range is about mass, not money. It's a novelty first explorer, an ultra-cheap expendable scout, or simply a fun demonstration of how far almost nothing can take you.
Ultra-budget and novelty exploration: a near-free first jump into the black, expendable scouting, range-on-a-shoestring challenges, and proving that lightness beats spending.
Four things make the Hauler a novelty explorer:
Its six tiny optionals carry only the barest kit — a small scoop, scanner and a single AFMU, with no redundancy and barely an SRV — and its shields and fuel tank are minimal, so long jump chains and self-sufficient expeditions are out. It's slow, fragile and cramped. The Hauler is a stunt and an ultra-budget scout, not a ship for a serious long expedition.
A 14-tonne hull flings a Class-2 FSD to ~50 LY engineered for ~30k Cr, but six tiny optionals (3·3·2·1·1·1) leave no room for redundancy, capping it as a novelty scout.
The 62/100 headline is a verdict against the exploration role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Engineered jump range | 26/35 | At 14 t — the lightest hull in the game — even a Class-2 FSD with G5 Increased Range plus a size-3 Guardian Booster reaches ~50 LY engineered, matching the Cobra Mk III and trailing only the dedicated explorers (DBE ~68, Mandalay ~85). |
| Heat profile | 10/15 | Tiny modules and a G5 Low Emissions + Thermal Spread Class-2 plant run cool for corona scooping, but a Class-3 scoop and minimal heat sinking keep it mid-field rather than a standout cool-runner like the Dolphin or DBE. |
| Fuel tank & reach | 5/10 | The Class-3 (8 t) fuel tank cannot be engineered and forces short jump chains with frequent scooping; reach between refuels is among the weakest in the small-pad field. |
| Canopy & visibility | 6/10 | The Hauler's small bubble canopy gives serviceable forward and lateral visibility for scooping and surface approach, adequate but well short of the panoramic Asp Explorer or Dolphin glass. |
| Internals | 7/20 | Six minuscule optionals (3·3·2·1·1·1, zero military slots) just fit a scoop, scanner, single AFMU, a 2G SRV bay and a 1C landing shield — no redundancy and no spare AFMU; the clear limiter on a serious expedition. |
| Comfort & cost | 8/10 | At ~30k Cr hull and ~3M Cr all-in engineered with no rank or permit gate, it is the cheapest deep-space ship by a wide margin; cost-efficiency is absurd, though the cabin is cramped and normal flight slow (204/306 m/s). |
| Weighted total | 62/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.
| Ship | Class | Max jump (LY) | Pros & cons vs Hauler | Rating |
|---|---|---|---|---|
| Diamondback Explorer | Small | ~68 | Far more range, kit and redundancy; cool-running~50× the price | 88 |
| Dolphin | Small | ~58 | Coolest-running; comfortable; roomierMuch pricier | 80 |
| Diamondback Scout | Small | ~55 | Cool-running; four utilities; real kitPricier | 74 |
| Imperial Courier | Small | ~55 | Faster; strong shieldsImperial rank; pricier | 73 |
| Cobra Mk III | Small | ~50 | Versatile; cargo; tougherPricier | 71 |
| Hauler this | Small | ~50 | — this hull (baseline) | 62 |
| Adder | Small | ~47 | More guns and cargo; multi-roleSlightly shorter range | 60 |
The Hauler matches far costlier ships on raw jump range purely through lightness — but carries almost nothing. For only a little more, the Diamondback Scout or Cobra Mk III give real kit and capacity. The Hauler's niche is the absolute rock-bottom price and the sheer novelty of its range-per-credit.
| Ship | Class | Max jump (LY) | Pros & cons vs Hauler | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | Far more range, kit and comfortVastly pricier; medium pad | 96 |
| Diamondback Explorer | Small | ~68 | The sensible cheap explorer~50× the price | 88 |
| Asp Explorer | Medium | ~62 | Roomy; comfortable; great viewVastly pricier; medium pad | 86 |
| Dolphin | Small | ~58 | Cool, comfortable, roomyMuch pricier | 80 |
| Adder | Small | ~47 | More capable multi-role for little moreSlightly shorter range | 60 |
Every other explorer carries more, lasts longer and travels in more comfort — but all cost vastly more than the Hauler. Its entire pitch is that lightness, not money, makes range: a near-free hull that jumps almost as far as ships a hundred times its price.
At ~30k Cr the Hauler is almost free, and even a fully A-rated, lightly engineered explorer fit stays around 3M Cr all-in — the cheapest deep-space ship possible, by a wide margin.
It's a pure novelty-and-value pick. Spend a little more on a Diamondback Scout or DBE for a vastly better explorer; choose the Hauler only for the rock-bottom price, an expendable scout, or the fun of proving how far nothing can go.
A long-range explorer for around 3M Cr all-in — and a near-free 30k hull. Nothing reaches the black for less. The Diamondback Scout is the sensible upgrade.
A minimalist featherweight explorer fit — the barest essentials on the lightest hull in the game. Initial is buy-only; A-rated is the expedition baseline; Engineered squeezes maximum range from minimal mass.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 2E Power Plant | 2D Power Plant | G5 Low Emissions + Thermal Spread | D-rate to save mass; Low Emissions runs the plant cool so you can sit deep in a star's corona and scoop. |
| Thrusters | 2E Thrusters | 2D Thrusters | G5 Clean Drive Tuning + Stripped Down | D-rated thrusters are ample for a 14t hull; Clean Drive Tuning trims heat and power, and Stripped Down sheds mass for range. |
| Frame Shift Drive | 2E Frame Shift Drive | 2A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate this FIRST and max Increased Range with Mass Manager — on 14 tonnes the range is the whole point of the build. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate and Lightweight to save every kilo; life support has no experimental effect. |
| Power Distributor | 1E Power Distributor | 1D Power Distributor | G3 Engine Focused (no experimental effect) | D-rate is enough with no guns to feed; Engine Focused keeps the boost charging for fast scooping turns. |
| Sensors | 1E Sensors | 1D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; exploration needs no sensor range, so save the mass. |
| Fuel Tank | 2C Fuel Tank | 2C Fuel Tank | (No blueprint available) | Stock class-3 (8t) tank; plan short jump chains and scoop often. Fuel capacity cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Fuel Scoop | 3A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 3 | — | 3H Guardian FSD Booster | (No blueprint available) | Guardian FSD Booster (size 3, the biggest flat bonus that fits) stacks straight onto the engineered drive; Guardian tech carries no blueprint. |
| Size 2 | — | 2G Planetary Vehicle Hangar | (No blueprint available) | SRV Hangar (the lighter 2G) in the only size-2 slot opens surface prospecting and exobiology; hangars are not engineerable. |
| Size 1 | — | 1E AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1C Bi-Weave Shield Generator | G5 Enhanced Low Power (no experimental effect) | Enhanced Low Power keeps the shield light and low-draw for the long haul. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
The Hauler's range comes from its 14-tonne mass — don't load it down. A class-3 scoop, Guardian booster, scanner, one AFMU, a single-seat SRV bay and a light landing shield is all it fits, and all it needs. There's no room for redundancy; plan short hops and frequent resupply.
Buy the hull (~30k Cr) and run it stock: the standard E-rated cores stay in place, the hull's factory Lightweight Alloy bulkheads stay on (they're the lightest armour and cost nothing), and you bolt on a 3E Fuel Scoop and a Heat Sink Launcher — that's the entire buy-only fit. Even on a 2E FSD the range is startling given the low mass.
Leave the rest of the bays empty for now. The second size-3 slot (Guardian FSD Booster), the size-2 SRV bay, and all three size-1 slots — AFMU, Detailed Surface Scanner and the landing shield — stay unfitted until the A-rating pass.
Strip everything non-essential; the Hauler's whole virtue is its lightness.
A-rating priority for a featherweight explorer:
Leave the bulkheads as Lightweight Alloy — there's nothing to shoot you out here, so don't trade range for armour mass. Engineering comes later.
Everything on the Hauler is about staying light — A-rate and lightweight-engineer the cores, fit the bare minimum, and watch a 30k-credit hull out-jump ships worth millions.
The exploration engineering pattern on the lightest hull in the game. Felicity Farseer carries the all-important Increased Range FSD; the thrusters go to Professor Palin or Mel Brandon, the plant to Hera Tani, and the lightweight cores spread across Etienne Dorn, Bill Turner and The Dweller. Pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (2) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (2) | Clean Drive Tuning (G5) | Stripped Down | Professor Palin / Mel Brandon |
| Power Plant (2) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (1) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (1) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Power Distributor (1) | Engine Focused (G3) | — | The Dweller |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Very light — tiny modules and standard exploration blueprints; the cheapest exploration grind bar none. With a complete inventory this is trivial spend. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Max jump (LY) | ~28 | ~40 | ~50 |
| Hull mass | 14 t | 14 t | 14 t |
| Bulkheads | Lightweight | Lightweight | Lightweight (G5) |
| Speed (boost) | 306 m/s | 306 m/s | ~330 m/s |
| Cost-efficiency | absurd | absurd | absurd |
The bulkheads stay Lightweight Alloy throughout, and the G5 Lightweight roll at Selene Jean shaves their already-minimal mass to nothing — protection is irrelevant out in the black, every kilo is range. Engineered, a 30k-credit Hauler jumps ~50 LY — range that costs a hundred times more in other ships. It carries almost nothing and can't sustain a long trip, but as a demonstration that lightness, not money, makes range, it's unbeatable.
Nearby systems and a first cautious step toward the core suit it. From your home base it's a near-free way to take a first jump into deep space.
The Hauler is the featherweight bargain of deep space: 14 tonnes of hull that jumps ~50 LY for the price of a rebuy, proving that range is about mass, not money. It carries almost nothing and can't sustain a serious expedition — but as the cheapest possible ticket to the black, and a delightful demonstration of physics over price, it has a charm all its own.
Figures on this page are verified against the sources below.